
Embark on the craziest journey of your life in It Takes Two. Invite a friend to join for free with Friend’s Pass and work together across a huge variety of gleefully disruptive gameplay challenges. Winner of GAME OF THE YEAR at the Game Awards 2021.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German*, Spanish - Spain*, Japanese*, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 543 reviews with recorded playtime.
Reviews
Themes across 542 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
fun but dont play with an actual idiot or it might get less fun
现在才来写测评但是其实很久之前就玩了,[strike]虽然每次玩这个游戏都有种在做贼的感觉,[/strike][spoiler]因为有三个朋友邀请我玩了,但为了让朋友都开心更有体验我每次都装作第一次玩,不过每次玩的时间跨度也比较长所以也可以算是第一次玩吧![/spoiler] 总体来说都特别好,游戏难度适中(指我和朋友两个手残都能玩)剧情和配乐啥的也都很好,成就也很好做。作为一个双人游戏也并没有在游玩过程中让玩家产生冲突的点,大部分都是合作之类,正反馈也很好很多,没什么负反馈(我真的不喜欢玩这种会让玩家产生冲突类型的游戏,会让我体验很不好)所以这里也大加分! 唯一让我不舒服的部分是为了让女儿伤心而拆掉小象玩偶的部分,我觉得真没必要这样,虽然剧情方面来看又很合理,我也能理解制作组安排这段剧情的原因和意义:因为父母其实这里还不在意孩子的喜怒哀乐,只想快点闯关变回正常的大人。但我完全没办法带入父母闯关,我带入的是一个被毁掉心爱玩具的心碎小女孩。而且其他玩偶都有反击的理由,因为是他们先动手了,但小象什么都没做,还要给主角烤饼干吃,所以我更不能接受了......虽然后面小象在片尾动画里被修好了,但是就像鲁迅背完书去看五猖会一样,于我而言已经不再是一样的感受,失而复得之物已不再是原本之物。我和第二个朋友玩到这里双双觉得玩不下去导致我和她到现在都没一起玩完这部。主要是cg就算了,玩家还需要快速点击去促进这一步的完成,导致我真的十分不舒服。 除了这点外其他我都觉得挺好的,[b]希望世界上每个小孩都能被父母所珍惜!!![/b]
Basically, the game is about parents who took fentanyl, and their daughter starts experiencing paranormal phenomena.
It’s a TWO-PLAYER CO-OP-ONLY, linear action-adventure game, with a lot of exaggerated cuteness and “family” humor. For sure, one the best split-screen or local co-op game to enjoy with your spouse, kid aged 10+, or sibling. It’s driven by a sentimental family-story background, mixed with magic, which explains all the crazy, entertaining, and symbolic stuff you get to see. It keeps you constantly interested by introducing ever-changing and amusing new mechanics, frequently changing the pace, and including scattered competitive mini-games. Throughout the 15-hour playthrough, it kept surprising me with new, creative ways to force cooperation at every step. The graphics are cartoony in style, and yet the lighting and scale of the environments make for some pretty impressive scenes at times. The voice acting and sound effects are very good, but I hardly noticed any music. It runs great. It can be played in online co-op, but you’ll need comms, and sharing it with family probably complements the experience.
I play this game with my future spouse, and funnily we both don't have any idea hows the story from the game at first. While we play the game, we really invested on the story and of course the game mechanics too!! We finished it in 1 gaming session lol (15 hours straight). I'm really happy that my first experience is with them and this game also strengthen our bond ehehehe
Played this with my partner, and I honestly think that's the best way to experience it. You can definitely play with friends too, but it hits differently with your significant other. The game really tests your patience, communication, and how you both deal with different challenges. There were moments where we laughed, argued, and somehow made it through together. P.S. The mini-games are lowkey one of the best parts. If you win, you have every right to rub it in their face for the next few minutes. Easily the best way to rage bait them
[h2]Nota Geral | Overall Rating[/h2] ⭐⭐⭐⭐ [b]It Takes Two é, sem exagero, o melhor jogo cooperativo que já joguei. A Hazelight pegou a fórmula de A Way Out e multiplicou por dez: cada capítulo do jogo é praticamente um gênero diferente, e em quase todos eles a ideia funciona muito bem. O problema é que essa criatividade toda vem acompanhada de um jogo que se estica mais do que deveria, e isso acaba pesando bastante no final das contas. Ainda assim, é difícil não recomendar, principalmente se você tiver alguém para jogar ao seu lado.[/b] [i]It Takes Two is, without exaggeration, the best cooperative game I've ever played. Hazelight took the formula from A Way Out and multiplied it by ten: almost every chapter of the game is practically a different genre, and in nearly all of them the idea works really well. The problem is that all this creativity comes packaged with a game that drags on longer than it should, and that ends up weighing heavily by the end. Still, it's hard not to recommend it, especially if you have someone to play it with.[/i] [h2]Jogabilidade | Gameplay[/h2] ⭐⭐⭐⭐ [b]A grande sacada de It Takes Two é que cada capítulo introduz mecânicas completamente novas para os dois jogadores, e quase sempre essas mecânicas são assimétricas e complementares. Um momento você está usando martelo e pregos enquanto seu parceiro controla serra e cola, no outro um de vocês vira fogo e o outro vira água, cada um com habilidades opostas que precisam ser combinadas para resolver os puzzles. É impressionante como o jogo nunca larga uma ideia para trás sem explorar tudo o que ela tem a oferecer, e ao mesmo tempo nunca fica tempo demais com a mesma mecânica a ponto de cansar. O único porém é que, justamente por trocar de fórmula com tanta frequência, alguns capítulos específicos (principalmente os de plataforma mais simples) acabam parecendo enchimento entre as ideias realmente boas.[/b] [i]The big trick of It Takes Two is that every chapter introduces completely new mechanics for both players, and these mechanics are almost always asymmetrical and complementary. One moment you're using a hammer and nails while your partner controls a saw and glue, the next one of you turns into fire and the other into water, each with opposing abilities that need to be combined to solve the puzzles. It's impressive how the game never abandons an idea without exploring everything it has to offer, while also never lingering on the same mechanic long enough to get tiring. The only catch is that, precisely because it switches formulas so often, some specific chapters (especially the simpler platforming ones) end up feeling like filler between the genuinely great ideas.[/i] [h2]Duração | Duration[/h2] ⭐⭐ [b]Esse é o ponto que mais me incomodou. It Takes Two tem uma duração que simplesmente não combina com a proposta do jogo. São muitas horas de campanha, e em determinado momento a sensação de "o que será que vem a seguir" começa a dar lugar a um certo cansaço, principalmente nos capítulos finais, que parecem se arrastar só para justificar o tamanho do jogo. Curiosamente, o problema não é a falta de ideias (o jogo tem ideias de sobra), é que algumas dessas ideias ficam tempo demais em cena depois que já cumpriram o que tinham para entregar. Um jogo com 30% menos conteúdo, cortando os capítulos mais fracos, seria perfeito.[/b] [i]This is the point that bothered me the most. It Takes Two has a length that simply doesn't fit the proposal of the game. The campaign runs for many hours, and at a certain point the feeling of "what's coming next" starts giving way to a certain fatigue, especially in the final chapters, which feel like they drag on just to justify the game's overall length. Interestingly, the problem isn't a lack of ideas (the game has ideas to spare), it's that some of these ideas stay on screen too long after they've already delivered what they had to offer. A game with 30% less content, cutting the weaker chapters, would be perfect.[/i] [h2]Enredo | Story[/h2] ⭐⭐⭐ [b]A premissa é boa: um casal em processo de divórcio é transformado em bonecos por um livro mágico de terapia falante, e precisa passar por uma jornada simbólica para entender o que deu errado no relacionamento. O problema é a execução. Os diálogos entre May e Cody são repetitivos, e o livro Dr. Hakim, que deveria ser um personagem carismático, vira rapidamente o tipo de piada que você espera nunca mais ver na tela. A mensagem final é bonita e até funciona emocionalmente, mas o caminho até lá é cheio de momentos que soam forçados, como se o jogo tivesse medo de deixar o jogador interpretar as coisas por conta própria.[/b] [i]The premise is good: a couple going through a divorce gets turned into dolls by a magical talking self-help book, and has to go through a symbolic journey to understand what went wrong in their relationship. The problem is the execution. The dialogue between May and Cody is repetitive, and the book Dr. Hakim, who's supposed to be a charismatic character, quickly becomes the kind of joke you hope never to see on screen again. The ending message is sweet and even works emotionally, but the road to get there is full of moments that feel forced, as if the game were afraid to let the player interpret things on their own.[/i] [h2]Visual[/h2] ⭐⭐⭐⭐ [b]Visualmente, o jogo é muito competente, principalmente pela variedade. Cada capítulo tem uma identidade visual própria e bem definida: a casa na árvore, o quarto de brinquedos gigante, o jardim infestado de insetos gigantescos, o espaço sideral dentro de um álbum de música. A direção de arte sabe transformar cenários cotidianos em ambientes grandiosos quando vistos do ponto de vista de bonecos do tamanho de um polegar, e isso por si só já é um charme. Não é um jogo tecnicamente impressionante no sentido de fidelidade gráfica, mas a criatividade visual compensa qualquer limitação técnica.[/b] [i]Visually, the game is very competent, especially in terms of variety. Each chapter has its own well-defined visual identity: the treehouse, the giant toy room, the garden infested with oversized insects, outer space inside a music album. The art direction knows how to turn everyday settings into grand environments when seen from the perspective of thumb-sized dolls, and that alone is charming. It's not a technically impressive game in terms of graphical fidelity, but the visual creativity makes up for any technical limitations.[/i] [h2]Audio[/h2] ⭐⭐⭐ [b]A trilha sonora cumpre o papel de acompanhar o tom de cada capítulo, indo de momentos mais melancólicos a sequências quase de ação, mas raramente chega a se destacar fora de contexto. A dublagem de May e Cody é competente na maior parte do tempo, principalmente nos momentos mais emotivos, mas o Dr. Hakim tem uma das performances mais irritantes que já ouvi em um jogo, e isso pesa bastante considerando o tanto de tempo que ele fica narrando a aventura. Os efeitos sonoros funcionam bem para reforçar a escala gigante dos cenários, mas no geral o áudio é a parte mais esquecível da experiência.[/b] [i]The soundtrack does its job of matching the tone of each chapter, going from more melancholic moments to near action sequences, but it rarely stands out outside of context. May and Cody's voice acting is solid most of the time, especially in the more emotional moments, but Dr. Hakim has one of the most irritating performances I've ever heard in a game, and that weighs heavily considering how much time he spends narrating the adventure. The sound effects work well to reinforce the giant scale of the environments, but overall the audio is the most forgettable part of the experience.[/i]
【75/100】作为一个双人游戏体验很流畅,但太长了 长是对于“内容”而言的,我认为本作的内容量不支持其拥有这么长的流程。个人觉得这个作品的关卡设计有点重复、不够精简、多数无聊,关卡的解决办法几乎没有新颖之感。剧情中期简直就是在通马桶,蜜蜂鼹鼠那段感觉制作组是为了“这段流程”而“硬加入这段剧情”。 至于剧情最后回归到家庭上。两位主角为什么可以破镜重圆,是因为他们的矛盾真的太小了,我甚至觉得这俩在游戏里拌嘴都有点秀恩爱的成分。如果问题到了两家撕破脸皮的层级,你看猥琐大书还有没有用吧。 优点就是体验非常非常流畅,全程没有任何卡点。人性化关怀无微不至。跑酷关做的蛮爽的,就这。 之前也是看主播玩,同学之间口口相传也说这游戏蛮好。现在玩完了也就是尚可的水平,如果你对象没玩过的话,陪ta玩一次也不错。
I completed this game with my heterosexual life partner, the book on some little bill ♥♥♥♥
Amazing game! Had high expectations and they have been certainly met, if not exceeded. Only complaint is that the characters keep giving you hints after just a few seconds, I want to figure things out for myself. I'd prefer a setting to turn this off, or have it available via a button or something, it broke the fun on several occasions. Played on Linux (Debian 13), friend played remotely on Linux as well (Zorin), worked like a charm!
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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